1
Place 2 Camels
During their turn, each player must place exactly 2 Camels
2
First turn exception
The first 2 players place only 1 Camel on their first turn; in a 2-player game, only the 1st player has this restriction
3
Connect to your caravan
Each Camel must be placed on a hex adjacent to the player's caravan of the same colour
4
Avoid opponent caravans
Camels cannot be placed adjacent to any other player's caravan of that colour
5
Respect blocked spaces
Camels cannot be placed on hexes containing an Oasis Marker, Mountain, Leader, or other Camel
6
Allow special placements
Camels may be placed on Watering Holes and Watering Hole Tokens, adjacent to a Caravan of a different colour, and the Caravan may fork
7
Choose camel colours freely
The two Camels placed may be the same colour or different
8
Collect Watering Hole Tokens
If placed on a Watering Hole Token, the player takes that token
9
Score Oasis connections
If placed adjacent to an Oasis Marker that the player didn't already have a Camel of that colour adjacent to, take a 5pt token
10
Score river crossings (River Board only)
If placed so that the Caravan crosses the river for the first time, take a 5pt token
11
Enclose areas
A group of hexes is enclosed if surrounded by Camels of a single caravan and/or the map edge, containing no Leaders or Camels
12
Score enclosed areas
Within the enclosed area, take each Watering Hole Token and score 5pts for each Oases Marker that the surrounding Caravan hadn't already scored
13
Note enclosed hexes
At the end of the game, score 1pt for each empty hex in the enclosure
14
End game if stuck
If a player cannot place a camel, the game ends
15
Enclosed hexes are blocked
A Camel cannot be placed on an enclosed hex
16
Leaders are Camels
Leaders count as Camels for all rules
17
Hide token values (optional)
When scoring a Watering Hole Token, place it facedown or underneath your Leader Colour Token to conceal its value